Added ShadowScope;

Renamed PBRScope to SurfaceInputsScope;
This commit is contained in:
2025-02-01 20:51:22 +09:00
parent 458afd880f
commit 3273812902
26 changed files with 346 additions and 172 deletions

View File

@@ -16,28 +16,6 @@ Shader "HDRP/Toon"
[HideInInspector] _utsVersionY("VersionY", Float) = 7
[HideInInspector] _utsVersionZ("VersionZ", Float) = 6
_HairBlendingMap("HairBlendingMap", 2D) = "black" {}
_Metallic("_Metallic", Range(0.0, 1.0)) = 0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_MaskMap("MaskMap", 2D) = "white" {}
//[ToggleUI, HideInInspector] _Use_MaskMap("Use MaskMap", Int) = 0
_MetallicRemapMin("MetalicRemapMin", Float) = 0.0
_MetallicRemapMax("MetalicRemapMax", Float) = 1.0
_SmoothnessRemapMin("RoughnessRemapMin", Float) = 0.0
_SmoothnessRemapMax("RoughnessRemapMax", Float) = 1.0
_AlphaRemapMin("AlphaRemapMin", Float) = 0.0 // HDRP 14
_AlphaRemapMax("AlphaRemapMax", Float) = 1.0 // HDRP 14
_AORemapMin("AORemapMin", Float) = 0.0
_AORemapMax("AORemapMax", Float) = 1.0
_SSSLutMap("SSSLutMap", 2D) = "white" {}
[ToggleUI, HideInInspector] _Use_SSSLut("Use SSSLut", Int) = 0
_SSSIntensity("SSSIntensity", Range(0.0, 3.0)) = 1.0
_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
_NormalMapOS("NormalMapOS", 2D) = "white" {} // Object space normal map - no good default value
_NormalScale("_NormalScale", Range(0.0, 8.0)) = 1
_BentNormalMap("_BentNormalMap", 2D) = "bump" {}
_BentNormalMapOS("_BentNormalMapOS", 2D) = "white" {}
@@ -268,7 +246,6 @@ Shader "HDRP/Toon"
[KeywordEnum(Standard, SDF)] _Shading_Mode("Shade Grade mode", Float) = 0
[KeywordEnum(Standard, FrontHair, Face, Eye)] _Material_Type("Material Type", int) = 0
[KeywordEnum(Off, Standard, Anisotropy, KKHair, Toon)] _PBR_Mode("PBR Mode", int) = 0
[Toggle] _Receive_Hair_Shadow("Receive HairS hadow", Float) = 0
[ToggleUI] _HairBlendingTarget("Hair Blending Target", Float) = 0
_SurfaceFeatures("Surface Features", Float) = 0
@@ -298,6 +275,37 @@ Shader "HDRP/Toon"
_SDFShadowSmoothLevel("SDFShadowSmoothLevel", Range(0.0, 0.1)) = 0.02
_SDFHighlightStrength("SDFHighlightStrength", Range(0.0, 1.0)) = 0.75
// Shadow
[Popup] _Receive_Light_Shadow("Receive Light Shadow", Integer) = 0
[Popup] _Receive_Screen_Space_Shadow("Receive Screen Space Shadow", Float) = 0
[Popup] _Receive_Hair_Shadow("Receive Hair Shadow", Float) = 0
_ShadowDistanceBias("ShadowBias", Range(0.0, 5.0)) = 0.0
_ShadowNormalBias("ShadowNormalBias", Range(0.0, 5.0)) = 0.0
//_Tweak_SystemShadowsLevel("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0
// Surface Inputs
_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
_NormalScale("_NormalScale", Range(0.0, 8.0)) = 1
//_NormalMapOS("NormalMapOS", 2D) = "white" {} // Object space normal map - no good default value
_Metallic("_Metallic", Range(0.0, 1.0)) = 0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.0
_MaskMap("MaskMap", 2D) = "white" {}
_MetallicRemapMin("MetalicRemapMin", Float) = 0.0
_MetallicRemapMax("MetalicRemapMax", Float) = 1.0
_SmoothnessRemapMin("RoughnessRemapMin", Float) = 0.0
_SmoothnessRemapMax("RoughnessRemapMax", Float) = 1.0
_AlphaRemapMin("AlphaRemapMin", Float) = 0.0
_AlphaRemapMax("AlphaRemapMax", Float) = 1.0
_AORemapMin("AORemapMin", Float) = 0.0
_AORemapMax("AORemapMax", Float) = 1.0
_SSSLutMap("SSSLutMap", 2D) = "white" {}
[ToggleUI, HideInInspector] _Use_SSSLut("Use SSSLut", Int) = 0
_SSSIntensity("SSSIntensity", Range(0.0, 3.0)) = 1.0
_HairBlendingMap("HairBlendingMap", 2D) = "black" {}
// Angel Rings
_AngelRingColor("Angel Ring Color", Color) = (1, 1, 1, 1)
@@ -320,8 +328,10 @@ Shader "HDRP/Toon"
[Toggle(_)] _Cast_Hair_Shadow("CastHairShadow", Float) = 0
[HideInInspector] _utsTechnique("Technique", int) = 0 //DWF
[HideInInspector] _AutoRenderQueue("Automatic Render Queue ", int) = 1
[Enum(Off, 0, StencilOut, 1, StencilMask, 2)] _StencilMode("StencilMode", int) = 0
// these are set in UniversalToonGUI.cs in accordance with _StencilMode
@@ -361,13 +371,6 @@ Shader "HDRP/Toon"
_BumpScale("Normal Scale", Range(0, 1)) = 1
[Toggle(_)] _Is_NormalMapToBase("Is_NormalMapToBase", Float) = 0
// Hair Shadow
[Toggle(_)] _Cast_Hair_Shadow("CastHairShadow", Float) = 0
_ShadowBias("ShadowBias", Range(0.0, 5.0)) = 0.0
[Toggle(_)] _Set_SystemShadowsToBase("Set_SystemShadowsToBase", Float) = 1
_Tweak_SystemShadowsLevel("Tweak_SystemShadowsLevel", Range(-0.5, 0.5)) = 0
// Eye Parallax
[Toggle(_)] _Is_EyeParallax("_Is_EyeParallax", Float) = 0
@@ -659,6 +662,8 @@ Shader "HDRP/Toon"
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
#pragma multi_compile _ LIGHT_LAYERS
#pragma shader_feature_local_fragment _MASKMAP
#ifndef DEBUG_DISPLAY
// When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
@@ -1001,10 +1006,14 @@ Shader "HDRP/Toon"
#pragma shader_feature_local_fragment _USE_SHADING_RAMP_MAP_ON
#pragma shader_feature_local_fragment _RECEIVE_LIGHT_SHADOW_ON
#pragma shader_feature_local_fragment _RECEIVE_SCREEN_SPACE_SHADOW_ON
#pragma shader_feature_local_fragment _RECEIVE_HAIR_SHADOW_ON
#pragma shader_feature_local_fragment _INDIRECT_DIFFUSE_OFF _INDIRECT_DIFFUSE_IBL _INDIRECT_DIFFUSE_MATCAP _INDIRECT_DIFFUSE_RAMP
#pragma shader_feature_local_fragment _INDIRECT_SPECULAR_OFF _INDIRECT_SPECULAR_IBL _INDIRECT_SPECULAR_MATCAP
#pragma shader_feature_local_fragment _MASK_MAP
#pragma shader_feature_local_fragment _MASKMAP
#pragma shader_feature_local_fragment _NORMAL_MAP
#pragma shader_feature_local_fragment _ANISOTROPY_MAP
#pragma shader_feature_local_fragment _SPECULAR_COLOR_MAP
@@ -1012,8 +1021,6 @@ Shader "HDRP/Toon"
#pragma shader_feature_local_fragment _OUTLINE_COLOR_MAP
#pragma shader_feature_local_fragment _RECEIVE_HAIR_SHADOW_ON
#define PUNCTUAL_SHADOW_MEDIUM
#define DIRECTIONAL_SHADOW_MEDIUM
#define AREA_SHADOW_MEDIUM